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GreenMeteorTeam

Member Since 12 Jul 2005
Offline Last Active Today, 11:19 PM

Topics I've Started

Experiences With Keyboard_String

10 June 2013 - 11:24 PM

Has anyone else had trouble with keyboard_string on Windows 8 Native? I haven't had time to file a bug report yet and my game had a virtual keyboard already so I'm just seeing if it's working for some people or if others have had this issue. I'm getting a blank string from it where it normally worked fine on Windows 7 and HTML5.

 

My Windows 8 desktop is a week away from me so it'll be awhile until I can fill out a proper report and set up a test case, so I'm just asking for your experiences with it, especially if it works under specific circumstances.

 

Thanks


Trial Version

03 June 2013 - 02:12 PM

It looks like it's extremely easy to access the license information for developers compiling in VS. According to the Dev Center you just access the CurrentApp class. In GM: Studio, however, it would take an extension to do that, or a new function. Are there plans to include a function to get whether the game is licensed or a trial version?


Multi-Touch in HTML5

06 February 2013 - 07:54 PM

For the December Ludum Dare I made an HTML5 game using GM: Studio. The controls consisted of only arrow keys and dragging a single object with the mouse.

In an effort to show it to some friends I added virtual keys and sent them to a bit.ly link on iPhones. No matter what I tried I couldn't get it to allow dragging and moving (with the keys) at the same time.   :confused:/>

I thought this was supposed to have been resolved for over a year... Am I doing something wrong?

Edit:
Now I've also tried using the device_* methods to detect fingers and it always takes the first finger that touches the screen and ignores the other devices.

find_file_first/next/last & file dialogues

22 September 2012 - 07:47 PM

In the manual, it says that all the find_file_* and file dialogue related get_* functions are Windows only. Now I'm not trying to access or manipulate anything outside of the game files but I'm pretty sure I need a way to find files to be able to make a game "mod-able." So is there any chance that something like this will be supported on the Mac side or is it necessary that I wait until 1.3's organized extensions and write a .dylib to do this?

Until then, the only method I can see for doing this is by forcing the user to hand write the name of a folder and having some kind of standard for naming things inside that folder. That would make some serious unnecessary work for the modders and I.

Slenderman the Game

24 February 2012 - 03:44 PM

It's true, I was stalked by Slender Man in my dreams during the development of the game - complete with the camera effects happening to my vision, asleep, and awake in daydreams. That'll teach me to make a horror game where the AI requires lots of testing. For those that don't know, Slender Man is an urban myth about a tall, faceless, man in a suit who stalks people and causes footage to be corrupted. The Endermen of Minecraft were heavily inspired by it.

Anyway, here are some clips from the game; sorry in advance for the graphics :P Though some people have said they add to the scariness, tell me what you think.

Posted Image
Posted Image

I was given 3-4 weeks to complete a scary game for a Halloween competition on 64Digits and this was the result. If you like weeping angels from Dr. Who then you'll be able to figure out Slendy's AI pretty fast, but I still find it difficult to make it through without blacking out at least once. So give it a play, tell me what you think!

Slender Man game page on my site

Direct Dropbox Download

Controls are WASD, left mouse button, and right mouse button. Use them on stuff  :)
Hitting escape will cause you to exit the game immediately.